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@ -16,8 +16,8 @@ character.hearth={
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hs_magni:['male','shu',4,['zhongjia','dunji']],
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hs_liadrin:['female','shu',4,['xueren']],
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hs_morgl:['male','wu',3,['s_tuteng']],
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// hs_khadgar:['male','shu',3,['s_tuteng']],
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// hs_tyrande:['female','wei',3,['yuelu','xingluo']],
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hs_khadgar:['male','shu',3,['s_tuteng']],
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hs_tyrande:['female','wei',3,['yuelu','xingluo']],
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hs_neptulon:['male','wu',4,['liechao','qingliu']],
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hs_wvelen:['male','qun',3,['shengyan','xianzhi']],
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@ -98,6 +98,102 @@ character.hearth={
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hs_malfurion:['hs_malorne'],
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},
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skill:{
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xingluo:{
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trigger:{player:'phaseBegin'},
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direct:true,
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filter:function(event,player){
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var nh=player.num('h');
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].num('h')>nh){
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return true;
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}
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}
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return false;
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},
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content:function(){
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'step 0'
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var nh=player.num('h');
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var num=0;
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for(var i=0;i<game.players.length;i++){
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if(game.players[i].num('h')>nh){
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num++;
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}
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}
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player.chooseTarget(get.prompt('xingluo'),[1,num],function(card,player,target){
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return target.num('h')>nh;
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}).ai=function(target){
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return 0.5-ai.get.attitude(player,target);
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}
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'step 1'
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if(result.bool){
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event.cards=[];
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event.list=result.targets.slice(0);
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event.list.sort(lib.sort.seat);
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player.logSkill('xingluo',result.targets);
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}
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else{
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event.finish();
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}
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'step 2'
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if(event.list.length){
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event.list.shift().chooseToDiscard('h',true);
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}
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else{
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event.goto(4);
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}
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'step 3'
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if(result.bool&&result.cards.length){
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event.cards.push(result.cards[0]);
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}
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event.goto(2);
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'step 4'
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if(event.cards.length){
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player.chooseCardButton('选择一张加入手牌',event.cards).ai=function(button){
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return ai.get.value(button.link);
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};
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}
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else{
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event.finish();
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}
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'step 5'
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if(result.bool){
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player.gain(result.links,'gain2');
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}
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},
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ai:{
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expose:0.2
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}
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},
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yuelu:{
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enable:'chooseToUse',
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filter:function(event,player){
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return event.type=='dying'&&player.num('he',{color:'black'});
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},
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filterCard:{color:'black'},
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position:'he',
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check:function(card){
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return 11-ai.get.value(card);
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},
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filterTarget:function(card,player,target){
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return target==_status.event.dying;
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},
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selectTarget:-1,
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content:function(){
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target.recover();
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target.changeHujia();
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},
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ai:{
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order:10,
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skillTagFilter:function(player){
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if(player.num('he',{color:'black'})==0) return false;
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},
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save:true,
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result:{
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target:3
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},
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threaten:2
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},
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},
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yushou:{
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enable:'phaseUse',
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filterCard:true,
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@ -5386,10 +5482,10 @@ character.hearth={
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hs_tyrande:'泰兰德',
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hs_fenjie:'芬杰',
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yuelu:'月印',
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yuelu_info:'出牌阶段限一次,你可以弃置一张红桃牌令一名角色回复一点体力并获得一点护甲',
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yuelu:'月露',
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yuelu_info:'在一名角色的濒死阶段,你可以弃置一张黑色牌令其回复一点体力并获得一点护甲',
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xingluo:'星落',
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xingluo_info:'星落',
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xingluo_info:'回合开始阶段,你可以令任意名手牌数多于你的角色各弃置一张手牌,然后你从弃置的牌中选择一张加入手牌',
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yushou:'御兽',
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yushou_info:'出牌阶段,你可以弃置一张牌并召唤一个随机的野兽宠物,效果持续到你的下一回合开始',
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yushou_misha:'米莎',
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@ -35,9 +35,36 @@ character.xianjian={
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pal_xiahoujinxuan:['male','shu',3,['xuanmo','danqing']],
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pal_muchanglan:['female','wu',3,['feixia','lueying']],
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// pal_xia:['male','wei',4,[]],
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// pal_jiangcheng:['male','wei',4,[]],
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// pal_jiangcheng:['male','qun',4,['yanzhan','fenshi']],
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},
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skill:{
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yanzhan:{
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enable:'phaseUse',
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viewAs:{name:'sha',nature:'fire'},
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usable:1,
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viewAsFilter:function(player){
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if(!player.num('h',{color:'red'})) return false;
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},
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filterCard:{color:'red'},
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ai:{
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order:3.15
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},
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group:'yanzhan2'
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},
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yanzhan2:{
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trigger:{source:'damageEnd'},
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forced:true,
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popup:false,
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filter:function(event){
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return event.parent.skill=='yanzhan';
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},
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content:function(){
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player.getStat().card.sha--;
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}
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},
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fenshi:{
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},
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feixia:{
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enable:'phaseUse',
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usable:1,
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@ -2391,6 +2418,12 @@ character.xianjian={
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pal_changqing:'长卿',
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pal_xuanxiao:'玄霄',
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longhuo:'龙火',
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longhuo_info:'回合结束阶段,你可以对所有角色各造成一点火焰伤害',
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fenshi:'焚世',
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fenshi_info:'觉醒技,回合开始阶段,若你没有牌,你回复一点体力并摸三张牌,并获得技能龙火',
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yanzhan:'炎斩',
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yanzhan_info:'出牌阶段限一次,你可以将一张红色手牌当作火杀使用,若造成了伤害,此杀不计入出牌次数',
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feixia:'飞霞',
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feixia_info:'出牌阶段限一次,你可以弃置一张红色牌视为对一名随机敌人使用一张不计入出杀次数的杀',
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lueying:'掠影',
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25
game/game.js
25
game/game.js
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@ -8791,8 +8791,11 @@
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},700);
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}
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else if(event.animate=='gain2'||event.animate=='draw2'){
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player.$gain2(cards);
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game.delayx(1,500);
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var gain2t=300;
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if(player.$gain2(cards)){
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gain2t=500;
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}
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game.delayx(1,gain2t);
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setTimeout(function(){
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addv();
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player.node.handcards1.insertBefore(frag1,player.node.handcards1.firstChild);
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@ -8800,7 +8803,7 @@
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player.update();
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if(player==game.me) ui.updatehl();
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broadcast();
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},500);
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},gain2t);
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}
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else{
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addv();
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@ -13619,7 +13622,10 @@
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if(list2.length){
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game.addVideo('gain2',this,get.cardsInfo(list2));
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}
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if(list.length) this.$draw(list,'nobroadcast');
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if(list.length){
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this.$draw(list,'nobroadcast');
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return true;
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}
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},
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$skill:function(name,type,color){
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if(typeof type!='string') type='legend';
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@ -20807,6 +20813,17 @@
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var card=lib.card[i];
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if(card.filterTarget&&card.selectTarget==undefined){
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card.selectTarget=1;
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}
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if(card.autoViewAs){
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if(!card.ai){
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card.ai={};
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}
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if(!card.ai.order){
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card.ai.order=lib.card[card.autoViewAs].ai.order;
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if(!card.ai.order&&lib.card[card.autoViewAs].ai.basic){
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card.ai.order=lib.card[card.autoViewAs].ai.basic.order;
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}
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}
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}
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if(card.type=='equip'){
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if(card.enable==undefined) card.enable=true;
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@ -19,7 +19,7 @@ window.noname_update={
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// 'character/rank.js',
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// 'character/extra.js',
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'character/ow.js',
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// 'character/hearth.js',
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'character/hearth.js',
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// 'character/refresh.js',
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// 'character/shenhua.js',
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'character/standard.js',
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@ -888,6 +888,8 @@ mode.boss={
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}
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}
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var rand=Math.random()<0.5?'选项一':'选项二';
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var sourcename=get.translation(trigger.source);
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var playername=get.translation(trigger.player);
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player.chooseControl('选项一','选项二','cancel2',function(){
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if(att1==0&&att2==0) return rand;
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if(att1*att2>=0){
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return rand;
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}
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}).set('prompt',get.prompt('boss_yuance')+
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'<br><br><div class="text">选项一:若结果为黑色,受伤害角色失去一点体力,否则伤害来源失去一点体力</div><br><div class="text">选项二:若结果为红色,受伤害角色回复一点体力,否则伤害来源回复一点体力</div>');
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'<br><br><div class="text">选项一:若判定结果为黑色,'+playername+'失去一点体力,否则'+sourcename+'失去一点体力</div><br><div class="text">选项二:若判定结果为红色,'+playername+'回复一点体力,否则'+sourcename+'回复一点体力</div>');
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'step 1'
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var att1=ai.get.attitude(player,trigger.player);
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var att2=ai.get.attitude(player,trigger.source);
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